SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Developing strategic and reasoning abilities with computer games at primary school level
6 references·16 citing·50 second hop
Developing strategic and reasoning abilities with computer games at primary school level (2006)Developing strategic and reasoning abilit…Teaching Critical Thinking: Some Lessons From Cognitive Science (2005)Teaching Critical Thinking: S…Edutainment: is learning at risk? (2003)Edutainment: is learning at r…Learning Styles and Strategies (1996)Learning Styles and StrategiesDeveloping Reflective Judgment: Understanding and Promoting Intellectual Growth and Critical Thinking in Adolescents and Adults. Jossey-Bass Higher and Adult Education Series and Jossey-Bass Social and Behavioral Science Series. (1994)Developing Reflective Judgmen…Developing reflective judgment : understanding and promoting intellectual growth and critical thinking in adolescents and adults (1994)Developing reflective judgmen…Teaching thinking skills. (1986)Teaching thinking skills.The Affordances of Minecraft Education as a Game-Based Learning Tool for Atomic Structure in Junior High School Science Education (2022)The Affordances of Minecraft …Influence of Game-Based Learning in Mathematics Education on Students’ Affective Domain: A Systematic Review (2021)Influence of Game-Based Learn…Effects of games on students’ emotions of learning science and achievement in chemistry (2020)Effects of games on students’…Are They Learning or Playing? Students’ Perception Traits and Their Learning Self-Efficacy in a Game-Based Learning Environment (2019)Are They Learning or Playing?…Learning Physics through Project-Based Learning Game Techniques (2018)Learning Physics through Proj…Serious Games in Preschool and Primary Education: Benefits And Impacts on Curriculum Course Syllabus (2017)Serious Games in Preschool an…Digital educational games and mathematics. Results of a case study in primary school settings (2017)Digital educational games and…A narrative literature review of games, animations and simulations to teach research methods and statistics (2014)A narrative literature review…A Study on Exploiting Commercial Digital Games into School Context (2012)A Study on Exploiting Commerc…Designing social videogames for educational uses (2011)Designing social videogames f…The influence of collaboration styles to children’s cognitive performance in digital problem-solving game “William Adventure”: A comparative case study (2010)The influence of collaboratio…Digital games as creativity enablers for children (2010)Digital games as creativity e…Using Gaming Literacies to Cultivate New Literacies (2009)Using Gaming Literacies to Cu…Using a games console in the primary classroom: Effects of ‘Brain Training’ programme on computation and self‐esteem (2009)Using a games console in the …A contribution to the understanding of what makes young students genuinely engaged in computer-based learning tasks (2009)A contribution to the underst…Mind games, reasoning skills, and the primary school curriculum (2006)Mind games, reasoning skills,…The Skills of Argument (1991)Expert performance: Its structure and acquisition. (1994)A Developmental Model of Critical Thinking (1999)Thinking Critically about Critical Thinking (2010)Effectiveness of Critical Thinking Instruction in Higher Education: A Systematic Review of Intervention Studies (2014)Teaching Critical Thinking Skills: Literature Review. (2020)The Discovery of Grounded Theory: Strategies for Qualitative Research (1968)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)Playability: analysing user experience in video games (2012)Estudios sobre aprendizaje basado en juegos en revistas educativas: una revisión sistemática de tendencias recientes (2018)Minecraft and machinima in action: development of creativity in the classroom (2018)The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic review on the impacts of game-based learning on argumentation skills (2020)Two decades of game concepts in digital learning environments – A bibliometric study and research agenda (2021)A systematic review of the role of learning games in fostering mathematics education in K-12 settings (2022)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Digital Natives, Digital Immigrants Part 1 (2001)Game-Based Learning (2012)Game-Based Learning: Increasing the Logical-Mathematical, Naturalistic, and Linguistic Learning Levels of Primary School Students (2018)Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐12 (2021)Amusing ourselves to death: Public discourse in the age of show business (1988)Pictorial Illustrations Still Improve Students' Learning from Text (2002)Multiplayer online games as educational tools: Facing new challenges in learning (2009)Amusing Ourselves to Death: Public Discourse in the Age of Show Business (2010)Learning with serious games: Is fun playing the game a predictor of learning success? (2014)Educational apps from the Android Google Play for Greek preschoolers: A systematic review (2017)Abilities: Their Structure, Growth, and Action (1974)Education and thinking: The role of knowledge. (1984)The effects of graduate training on reasoning: Formal discipline and thinking about everyday-life events. (1988)Assessing the Effectiveness of Critical Thinking Instruction (2001)Coping mediates the relationship between emotional intelligence (EI) and academic achievement (2010)The Teaching of Thinking (2014)How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? (2005)The effects of computer games on primary school students’ achievement and motivation in geography learning (2008)A collaborative game-based learning approach to improving students' learning performance in science courses (2012)Digital Games as a Context for Children’s Cognitive Development: Research Recommendations and Policy Considerations (2019)Subliminal Training Techniques for Cognitive, Emotional and Behavioural Balance. The role of Emerging Technologies (2022)Sustainability in English Language Teaching: Strategies for Empowering Students to Achieve the Sustainable Development Goals (2024)Reasoning independently of prior belief and individual differences in actively open-minded thinking. (1997)Cultural processes in science education: Supporting the navigation of multiple epistemologies (2010)Evaluating knowledge of the nature of (whole) science (2011)Adding Value: Learning Communities and Student Engagement (2004)The Evolution of John Mezirow's Transformative Learning Theory (2008)Learning Styles, Culture and Inclusive Instruction in the Multicultural Classroom: A Business and Management Perspective (2001)Journal of Institutional Research (2006)Cultural differences, learning styles and transnational education (2010)
this work references cited by second hop

References

  • 1994Developing reflective judgment : understanding and promoting intellectual growth and critical thinking in adolescents and adults1,636 cited
  • 1994Developing Reflective Judgment: Understanding and Promoting Intellectual Growth and Critical Thinking in Adolescents and Adults. Jossey-Bass Higher and Adult Education Series and Jossey-Bass Social and Behavioral Science Series.731 cited
  • 2005Teaching Critical Thinking: Some Lessons From Cognitive Science526 cited
  • 1986Teaching thinking skills.388 cited
  • 1996Learning Styles and Strategies338 cited
  • 2003Edutainment: is learning at risk?304 cited

Cited by

  • 2014A narrative literature review of games, animations and simulations to teach research methods and statistics153 cited
  • 2009Using a games console in the primary classroom: Effects of ‘Brain Training’ programme on computation and self‐esteem144 cited
  • 2017Serious Games in Preschool and Primary Education: Benefits And Impacts on Curriculum Course Syllabus121 cited
  • 2010Digital games as creativity enablers for children100 cited
  • 2021Influence of Game-Based Learning in Mathematics Education on Students’ Affective Domain: A Systematic Review89 cited
  • 2018Learning Physics through Project-Based Learning Game Techniques87 cited
  • 2011Designing social videogames for educational uses86 cited
  • 2006

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

Mind games, reasoning skills, and the primary school curriculum
84 cited
  • 2020Effects of games on students’ emotions of learning science and achievement in chemistry76 cited
  • 2017Digital educational games and mathematics. Results of a case study in primary school settings71 cited
  • 2010The influence of collaboration styles to children’s cognitive performance in digital problem-solving game “William Adventure”: A comparative case study69 cited
  • 2012A Study on Exploiting Commercial Digital Games into School Context64 cited
  • 2009A contribution to the understanding of what makes young students genuinely engaged in computer-based learning tasks60 cited
  • 2022The Affordances of Minecraft Education as a Game-Based Learning Tool for Atomic Structure in Junior High School Science Education57 cited
  • 2009Using Gaming Literacies to Cultivate New Literacies56 cited
  • 2019Are They Learning or Playing? Students’ Perception Traits and Their Learning Self-Efficacy in a Game-Based Learning Environment56 cited